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Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
This research investigates the relationship between video game engagement and player well-being by applying Martin Seligman’s PERMA model, which measures positive emotions, engagement, relationships, meaning, and accomplishment. The study aims to determine how different gaming motivations and player types influence psychological health, moving beyond the simplistic metric of total playtime. The methodology involved an online survey of 963 gamers, categorizing participants into four distinct profiles: Highly Involved Players, Casual Players, Crafters, and High Performers.
The findings indicate that the total amount of time spent gaming is not a reliable predictor of well-being, supporting the theory that the quality of the experience and the specific motivations behind play are more significant. While there may be a moderate "sweet spot" of five to seven hours per week, the primary driver of well-being is how effectively a game fulfills a player's specific psychological needs. Each player type derives different benefits: High Performers and Crafters find meaning and accomplishment through competition and creation, while Casual and Highly Involved players prioritize positive emotions and engagement. Notably, Highly Involved players reported the lowest overall scores across PERMA factors, suggesting a potential area for future research into problematic gaming behaviors.
The study also observes that gender differences in playtime and the importance of gaming are diminishing, though genre preferences remain distinct. These insights offer significant value for game designers and developers, who can utilize these psychological frameworks to create more targeted, meaningful, and potentially therapeutic gaming experiences. By aligning game mechanics with specific player needs, the industry can better support mental health initiatives and contribute to broader societal goals, including those supported by the United Nations.
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